2. Make sure you are NOT using a custom config!
Go to this folder and check if only three files are there: Config_Example.ecf, EGroupsConfig.ecf and TraderNPCConfig.ecf: ..Empyrion - Galactic Survival\Content\Configuration
Remove or delete any other file as long as testing with the release candidates!

3. Avoid resuming any pre-Release Candidate savegame!
There is a chance that changes we made do not translate to older savegames. Especially for bugs concerning terrain, loot and other playfield configs.
Best practice: if you run into an issue with a savegame that was started BEFORE a RC has been released, please re-test the issue in a fresh new RC savegame again!

4. Additional Routine: Delete the GAME CACHE when trying to reproduce a bug!
The game cache saves some presets and may be source of a false positive reports or even be part of the problem. To make sure we have all the infos, please check the following folder when trying to reproduce a but and make a note in your report if the bug still happens AFTER clearing the cache: ..\Empyrion - Galactic Survival\Saves\Cache

5. When running into a ‘Continue or Quit’ (CoQ) message,
5a. Please go to the LOGS folder ( ...\Empyrion - Galactic Survival\Logs ) , then find the folder with the HIGHEST number, pick the most recent .log file and attach the logs to your report!
5b. Add a description of what you did the last minute BEFORE the CoQ happens. Sometimes a Screenshot sent in with the CoQ is helpful as well!
5c. If you are playing on a server, do the same, but we might also need the full LOG files form the server.

Updated Zirax Behavior:
- calm: wanders with random idle animations (new use of layers in animation system)
- alerted: attacks player with random movement between shots (aim transition)
- hit reaction: 4 hit animations (also uses animation layer)
- search action: uses approximate target position. It is used for example when the Zirax heard you but did not see you. He will know where you are only approximately and search for you there.
- better target selection
- different idle animations when alerted and when calm
Feedback Thread: https://empyriononline.com/threads/alpha-8-0-exp-zirax-soldier-ai-update.38082/

Example:
'wipe Akua terrain deposit'
- This will wipe all terrain except around POIs and player structures (Bases) and all resource deposits.
- You can also use the EAH tool and configure your wipes in the Timetable.
- The set wipe process will be executed as soon as the playfield loads the next time.

Gameplay:
- Added Camera Shake to some handheld weapons and some turretsWhen shooting eg a rocket launcher, you will now notice a camera shake

Planet Generation:
- Better randomized ground shape of base terrain > now the base terrain will vary much more
- Renamed several biome names to reduce complexity
- StampDatabase files are now copied into the save game and transferred from the server to clients so that changes to the original DB do not break savegames
- Stamp database is now loaded on generation of planets and not on startup to prepare putting it into the savegame folder
- Updated/added stamps

Visuals:
- Stars now visible in daytime with low Atmospheric Density (eg Moon playfields)
> if AtmosphereDensity < 1.2, stars will be visible during day (the lower the density the stronger the visibility of the stars)

PDA Update:
- Added Robinson Protocol COOP mission for small groups (to be found in the Faction Mission tab in the PDA > F1).
Please note that, as Faction Missions progress do not save between sessions and there is a Leader and Supporters-mechanic, the Story-Mission has been split into digestible chunks. The current downside: For now you need to manually activate the follow-up chapters.
>> This is a test, so please have a closer look if everything works, both the mechanic, but also the 'size' of the story chunks. Thanks a lot!
- Added preview pics to Biologists Guide to allow identification of collectibles and plants + changed internal plant names to display names
- Moved some info-messages to more appropriate timings

Controller Update:
- Adjusted sensitivity curve for analog gamepad input to make speed increase more gradual.
- Lowered max soft cursor speed a bit to make the acceleration a little less drastic.

Bug Fixes:
- Fixed: AI Vessels do not have colliders sometimes
- Fixed: Weather effect could stay after respawning in different location
- Fixed: After changing playfields the weather is not displayed in the HUD or showing visually until a reload is done
- Fixed: Problem that sometimes POIs were spawning inside asteroids in space playfields (Important: Asteroid Fields must now be defined first in space_dynamic.yaml)
- Fixed: NPC with several Status-Effect chances can trigger multiple of them when attacking player
- Fixed: Pressing left shift will dig out terrain when placing a survival tent
- Fixed: Problem that randomly selected start planet was not really random in random generated survival games
- Fixed: Problem that Berry Bush "exploded" when being harvested
- Fixed: SP/MP: Meteorites drop although deposits are not touched
- Fixed: Items vanish from quickbar after split and move
- Fixed: Respawn in CloneChamber in HV gets player stuck in the roof above the clone chamber
- Fixed: Exception when opening the starmap with a user created scenario.
- Fixed: Warp lines sometimes missing in sector map.
- Fixed: Problem that sometimes starter biome was below water level
- Fixed: Exception in dedicated server when a player connected before a playfield server was started up fully
- Fixed: Firing a Drill- or Multitool-turret on a HV in SPACE results in the wrong info message
- Fixed: Terrain collectables & rocks deco disappearing after being picked up
- Fixed: Only voxel deposits spawned and no other resource deposits
- Fixed: Constructor: queued item changes mini-icon to the item last hovered over
- Fixed: PDA description not showing on first click
- Fixed: BP Factory: Shift-Click move broken when switching to player inventory and back.
- Fixed: No drone wrecks after the destruction of the drones
- Fixed: Duplicate Resource Names in MP Startscreen
- Fixed: Problem that new DroneSpawner block did not work
- Fixed: Exception when opening the tech tree Misc, tools or weapons.
- Fixed: Problem with Console command aimanager when command "aim asf X" is typed without a drone base
- Fixed: Controller D pad left & right binds resetting with every reload of the game.
- Fixed: Input config versioning issue that was making it necessary to manually reset to defaults when version changed.
- Fixed: Problem that Base was under terrain in Creative mode Akua-Omicron
- Fixed: Exception if teleporting in orbit with shift+rmb
- Possible fix: Cannot close Console and Debug options with click on the X
- Fixed: Scaling problem with Alien Thorn plant
- Fixed: AIPV vessels should use their BP Spawn Name instead of their filename
- Fixed: Bug in side texture calculation for splat maps

From RC1 to RC2 and the planets ALL look different: - (((( this is not a bug fixing just before a release, that's a bad joke !!!

This is light years away from professional software development & release management.

Click to expand...

Please explain what you mean? It's recommended that you start a new save game for each experimental update and for the alpha 8 release.

3. Avoid resuming any pre-Release Candidate savegame!
There is a chance that changes we made do not translate to older savegames. Especially for bugs concerning terrain, loot and other playfield configs.
Best practice: if you run into an issue with a savegame that was started BEFORE a RC has been released, please re-test the issue in a fresh new RC savegame again!

Yeah. These are not "Release Candidates". They are still adding butt load of changes and major differences. Its great they are doing so much... But this is starting to look like Release is still gonna be super buggy. with lots of untested features. They must just have a very different definition of "No More Major Changes" over there lol.

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You (Eleon) should try your own Scenarios like "ShadowOfStarlight" and "Empyrion Battle Royal" at the start that are finished on the 12th, then you would see such changes with different eyes make that lead you ALWAYS start all over again to set, correct and test the planets, POIs, etc.

I'm not finding any that are static for me any I have been finding are all moving.
Something to think about when you make a report does it happen after a playfield change ? & can you make any video to show this ?
Thanks.